Body Building
Climbing(15%)
Running
W.P. Sword
W.P. Energy Rifle
Hand to Hand: See #4
O.C.C. Related Skills: Select 8 "other" skills. Plus select 2 additional skills and a W.P. at level 3, 2 at level 6, 1 at level 9, and 1 at level 12. All new skills start at level 1 proficiency.
Communications: Any
Domestic: Any
Electrical: None
Espionage: All but pick locks, pick pockets, forgery, and disguise
Mechanical: None
Medical: 1st aid only
Military: Any
Physical: Any, except acrobatics.
Pilot: Any
Pilot Related: Any
Rogue: Prowl only
Science: None
Technical: Any
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select 8 secondary skills from the previous list. These are additional areas of knowledge that do not get of bonus listed in parenthesis (). All secondary skills start at the base skill level. Also, skills are limited (an, only, none.) as previously indicated in the list.
Weapons: 1. TK-Rifle mega-damage is 4d6 per blast. Range is 4000 feet. Payload is 40 blasts before requiring 20 P.P.E. to recharge. The bayonet inflicts 2d6 S.D.C. as a normal blade weapon, but can be coated with poison (see number 4).
_2. Short sword, a wicked S.D.C. weapon used for parrying. It can parry M.D.C. hand to hand attacks, but inflicts 2d6 S.D.C. damage. W.P. Swords adds a bonus of +2 to strike and parry when using the sword.
_3. Spear, another hand to hand weapon that is strong enough to parry a M.D. punch, but itself inflicts 2d6 S.D.C. damage. W.P. Spear skill adds a bonus of +2 to parry and +3 to strike when thrown.
_4. Hand to hand combat: Normal Punch or kick does 5d6 S.D.C., Power punch inflicts 1d6 mega-damage (M.D.), but counts as two attacks.
A power leap kick does 2d4 M.D., but also counts as two attacks. Fighting style is similar to human martial arts. Critical strike on a roll of a natural 18-20. Add one extra attack at levels 4, 9, and 14.
Bite attack with mandibles inflicts 4d6 S.D.C. plus secretes a poison. The poison cause immediate nausea, vomiting and convulsions unless a successful save versus deadly poison is made. Poison damage is 6d6 S.D.C. per each bite/hit.
Note: The Xiticix ca secrete the poison and often coat their weapons with the toxin.
Natural Abilities: 1. Poor clarity of vision, making close work and literacy impossible, about half as clear as humans, but is equal to human vision in distance and can see into the infrared abd ultraviolet spectrum of light.
2. Natural homing sense equal to the land navigation skill at a 92% skill proficiency.
3. Heightened sense of smell. Recognizes its specific hive, queen, and fellow hive dwellers by scent. Akso can track by smell at 30% +4% per level of experiance. Can smell the scent of human blood up to 3 miles away.
P.P.E.: 1d6x10+10